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Kahn_Frost

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  1. On my server Healers tend to get 80% of the neutral votes, followed by 'friend votes'. I'm fine with this seeing as the presence of 1-3 healers is almost required to win any Warzone these days (yes even after the healer 'nerfs'), in healerless teams we just get steamrolled completely.
  2. On my server Dark Reaper, we have Republic people regularly queueing for Warzones wearing lv30-50 GREEN leveling gear and NOT A SINGLE piece of Recruit gear. When this happened pre 1.2, I'd just groan because lv50 custom gear/epic mods might cost too much and won't last long. But there is simply no excuse now that BioWare has introduced welfare Recruit gear for people to still queue in 0 expertise. Honestly I just wish I can vote kick these ******es who insist on bringing their already weaker faction down. I can understand if they can't afford a full set, but not a single piece? It's like they are deliberately trying to troll the team.
  3. That is all true, and let's agree that Gunslingers and Mercs have slightly more utility than Pyros, with Scoundrels at best on same lvl as Pyros. Based on my personal observations on my server, this is the damage cap that elite players on my server from each of these classes are able to do in packed WZs like Voidstar. 1) Pyrotech - 850k+ (light door AE in voidstar post 1.2) 2) DPS Sorcs/Sages - ~650k (heavy door AE in voidstar) 3) Gunslingers (dot build) - ~650k (heavy ae dotting in voidstar) 4) AE Smash Jugs/Maras - ~550k (heavy door AE in voidstar) 5) Mercs - ~500k 6) Annihilation Maras - ~500k? . . . x) Scoundrels post 1.2 - Too few for a good sample size, but the few I've come across capped at 200ish k Now factor in the respective defensive and utility cooldown differences, does that justify the gulf in damage performance? Especially when you consider the Pyro is doing mainly single target damage.
  4. Well firstly, I think you had not read through my posts, I am not advocating the nerfing of Pyros nor any other class in this thread. As the title suggests, I was just wondering why people are so fixated about Marauders while Pyros can kill you even faster. Second, I agree a pure damage class (especially a defensively weak one) should rightfully top damage, but not to the gulf that is being displayed in warzones atm. If a Pyro can do that much damage, then so too should a Gunslinger, Scoundrel and Mercenary or at least be within 10% closer.
  5. I guess you missed the post where I said I was replying to the guy who said Pyros have no utility, and that I'm not saying Pyros have better or same utility as a Mara.
  6. You are correct that Pyrotechs/Assault Vanguards have issues with heat in prolonged fights. However, and speaking purely statistically, this 'limitation' does not seem to affect their overall performance much at all as they are currently able to out damage Marauders and Assassins consistently in Warzones. On my server Dark Reaper, when comparing full BM geared Pyros vs Sentinel/Maras vs Assassins, Pyros are far outdamaging the other 'OP' classes within the same Warzone. Here is an example (http://s1256.photobucket.com/albums/ii489/ephex01/?action=view&current=Screenshot_2012-04-14_14_57_02_826377-1.jpg) There are healers on both sides, Knights/Warriors on both sides, Sorcs on both sides, this is on my server so I know they are all well geared. And sure, it's Voidstar which is 'AE' friendly (though I believe people have said Pyros have crappy AE post 1.2 in this very thread), but we are talking about 850k damage vs 350k next highest. Now the above is just ONE example I pulled out, so let's not go down that 'sure that is a good player fighting poor team' excuse, you are smart enough to get my point. While the heat issue with Pyros is a 'limitation', it certainly isn't holding them back in utterly dominating Warzone damage.
  7. Oh I get why they can't put the abort timer back in, that wasn't the intent of my post. I'm suggesting that it really isn't that difficult to implement workarounds to the problem with existing resources. How hard can it be to allow boosted companions for the outnumbered side? Just let us click summon companion and implement stat boosting like 1-40 warzones for the companion. While it certainly doesn't fix the crux of the problem (faction imbalance), I feel it is a fun workaround to see companions in Warzones to help balance the odds a bit
  8. *bump* Hope BioWare takes a look at these suggestions while they figure out how to balance Imp vs Pub population. Please feel free to add your own ideas to this thread. Uneven teams are killing Warzone PVP, let's get this looked at before releasing ranked Warzones. Faction imbalance has already killed Ilum, and has all but killed PVP on low pop server, this is absolutely the last line of defense to halt the rot in SWTOR PVP before everyone jumps ship.
  9. As mentioned in an earlier post, I have a 50 Assault Vanguard I PVP with and I know full well the capabilities and shortcomings of a Vanguard. I am not saying a Vanguard's defensive cooldowns is as good as a Marauder (funny how Marauder haters like to twist people's posts to suit their nerf propaganda), I am just replying to the previous poster who said Powertechs have no utility.
  10. That is simply not true, a lot of people make direct comparisons between Marauders' defensive cooldowns and a Powertech's sole -25% dmg cooldown. But a lot of people forget that Powertechs do have a lot of utility in the form of; a) Grapple which is huge in Huttball and for protecting healers, b) single target taunt and AE taunt which when used smartly (on the highest damage player) can make a big difference c) on demand DFA 1min cd aoe which can be used to break multiple cappers in Voidstar and out of los cappers on Civil War, and also as a deterrent on attackers if they stack on your healer. And just as an overall good AE ability even post nerf. (On an unrelated note, Tankassassins bring almost all of the above + force speed, AE knockback, Guard and personal defensive cooldowns that rivals the Marauder so that is another beast altogether) I am not advocating Pyros to be nerfed, I am just trying to put things into perspective when I see untrue claims. Both Pyros and Marauders are very powerful imo and I'm glad I have both classes at 50 on pub side
  11. While I keep an open mind to most people's claims no matter how ridiculous it may sound (such as 3 globaling people on Marauders), I absolutely cannot believe what you have just posted. On my Vanguard alt who is in Recruit/Champion gear (using Champ gun), I can do the following damage inside the first 10secs Incendiary missile (ticks like 3 times inside 10secs?) > Assault Plastique (crits for 2.5k+ on detonation) > HIB (3-4k depending if I blow adrenals/relic) > Stockstrike (~2k) > HIB on proc again for another 3-4k. Even on my Vanguard alt whom I admit is a gimp in my gear, I am doing at least 6k if nothing crits which is not likely, upwards of 12k if I get crits on big hitters like HIB inside the first 10secs. How could you possibly say that is hitting like a wet noodle? Are you a fresh lv50 with no Recruit gear and jumping into WZs with green leveling gear?
  12. All it means is subscription numbers plunged after 1.2 hit, forcing their hand early.
  13. I don't see why he couldn't serious, it still takes 2-3 BM geared DPS to kill a BM+ geared Ops/Merc healer on my server at least. 2-3 Well geared healers will literally carry the team in 1.2.
  14. It should be scaled depending on when you joined the WZ. - Joined from the beginning: 4 medals - Every 3mins after: -1 medal to a minimum of 1 medal So if you joined a Voidstar after 6mins have expired, you will need to get 2 medals to get any reward. If you joined after 9mins+, you will need just 1. Should not be difficult to implement at all.
  15. No I agree with you that Maras and Assassins have crazy good defensive cooldowns. But my point was that Pyros bypass that shortcoming completely with how ridiculously fast they drop someone before defensive cooldowns are actually needed, if that makes sense. On my Vanguard, I do about 10-12k damage inside the first 8secs (Assault Plastique > Incendiary Round > HIB > Stockstrike > HIB) and this is only in Champ/Recruit gear. On my Watchman Sentinel, I am still only just done loading both dots and landing 1 Merciless Slash for about 6-7k damage total during the first 8secs. If I do not blow my cooldowns against a Pyro inside the next 6secs when Railshot procs again I am toast because at this point I am already low from the initial salvo. Now imagine if my Vanguard was fighting against some other classes without Mara cooldowns, they'd have no answer short of stuns/vanish/sprint away. Hope that better illustrates the flow of combat for both classes.
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